21/03/2025 – Global Game Jam 2025 & Other Things

Apologies for the lateness of this post. I’ve been quite busy during the past month.

Also, this post has taken longer to write than usual, and as such is filled with corrections and changes. Comments that are striked through are the original text that I’ve left in.

But yes, Global Game Jam happened again, and I made a new game and helped my friend make… His thing.

As you can tell, I made a GameBoy game. In GB Studio, like I said I would. This year’s theme was “Bubble”. I struggled to come up with something interesting around that theme. And due to various circumstances (that I will elaborate on later), I didn’t have much time to brainstorm ideas.

So I decided to make a basic platformer. Which is what GB Studio excels at. It’s very easy to get up and running. The game has the player stuck in a bubble; if the bubble pops, they die. Unfortunately, someone (me) has placed spikes around the place. And so the player must navigate through seven perilous levels.

Initially, my character was meant to have a more significant role. But I didn’t get around to doing everything I wanted to do.

Building the levels was fun. I got to use a program called Tiled, which lets you make levels using tilesets. I made a very basic one with platforms, spikes, and a couple of other bits. It worked well enough for making levels. Tiled itself takes a bit of getting used to. I jumped into it without much of a tutorial, but I got the hang of it quickly enough. Making a test game before the jam started definitely helped getting me prepared.

Finally, I wanted to note that I got the game working on my Analogue Pocket. Which I think is neat.

You can play the game below.

Hot on the heels of finishing that, I immediately began helping my friend with his game. Which he hadn’t started yet. 18 hours before the deadline.

Using Godot, of course, we cobbled together a bunch of poorly made assets that were vaguely Frutiger Aero-related and slapped them into a level. Combine this with the code from a previous GGJ game we made, “If Only The World Was So Black And White“, to handle player movement, and you get… This.

It’s an unfinished mess, but you can check it out if you want. My friend really needs to use his time better. At least I had an excuse for my lack of time.

Now for the reason why I had as little time as I did. Well, at the beginning of that week, I finally received the last of the replacement parts for my PC, the PSU specifically. The moment it arrived, I decided to get cracking at swapping things out. I’ll get into those details in the next section. Regardless, it took 3 days to finish doing that. Then I got one day of solid development in, where I made the player sprite and started work on building the early levels.

And then Storm Éowyn hit the day after. Knocking out my power for the whole day. I didn’t have much water either, making things even more difficult. Unable to use the computer, I decided to draw the levels on squared paper.

I didn’t get power again until the day after. At which point I resumed development up until the point where I pivoted to helping my friend.

Freezing half to death, having little to no water, and having no way of charging my devices made me realise I should spend a bit of money on emergency supplies. As such, I bought a wind-up torch & radio that can be used as a power bank. It didn’t cost too much, but hopefully it’ll work when I need it.

Rebuilding My PC

My previous PC case was old. It was a Lian Li case from 2012. From when I built a PC that I used at Uni. The fans on it were failing, with the rear fan requiring me to stick something between the blades and kickstart it back into moving. Plus the rattling and noise of it. The front panel was held on with tape. And the LEDs were failing too. So I decided last year that I should swap it out for something newer. A Fractal Pop XL Air.

Besides that, I was now using a Ryzen 7 5800X3D but still using the stock cooler from my Ryzen 7 2700. Which was pumping out heat to the side of my case and generally being hotter than I was comfortable with. Which led to me considering an AIO water-cooled solution. I decided to get a Be Quiet! Silent Loop 2.

After ordering those two parts, however, I started having issues with my PC, and after some time, one of my SSDs disconnected. The one I was using for gaming specifically. Initially, I replaced the drive with a newer one and transferred the data to it. Although in doing so, I noticed that the drive was actually fully functional once connected up with USB. Either way, after the transfer, there were a couple of weeks of little to no issues. Until it started failing again.

No matter what cable I used or SATA port I connected it to, it wouldn’t work. But USB connection did. The only consistent factor was the power cable. Seeing as the PSU was a number of years old, I decided to replace that too. And got an 850W SeaSonic PSU.

Beginning the 3-day process, I removed the motherboard from the case and removed the heatsink from the CPU. Then cleaned all the old thermal paste off. Getting an AIO on wasn’t the easiest thing, but the mounting process was easier than the previous heatsink. Getting it bolted down properly was the harder part; suspension on the screws made it more difficult than it probably needed to be. Mounting the fan to the new case was no problem at all.

Following that, the PSU fit in snugly. But after that were cables. This is where the Fractal case is less than great. It’s a massive pain to get through the slots, particularly the thick cables going to the PSU. But I managed.

Unfortunately, my motherboard is so old that it doesn’t have any ARGB headers, just RGB ones. Meaning that the lights on the case don’t turn on. It’s not a huge deal for me, however. The lack of USB 2.0 ports on the case, however, was a problem, as my capture card requires it. Without it, it crashes after 15 minutes. This issue has been fixed since, with the purchase of a separate USB bracket.

Once everything was together, I connected everything up and turned it on. And it worked… For the most part. Some of my drives were missing. I spent a bit of time disconnecting and reconnecting them until concluding that one of the SATA ports was dead, the power cable for one of the drives wasn’t connecting properly, and the cable may also be busted. I got a new cable from my dad and swapped the power connector. Then used the last free port. Then it worked. And I’ve been using it since.

I’m Making An RPG (Which I Promised I’d Never Do)

Following Global Game Jam, I was itching to keep toying around with GB Studio. And then I remembered how much I wanted a game that was like Dungeon Meshi. With a bunch of monsters, cool dungeons, weirdness around things like magic (Mana sickness), and so on. Now obviously, it’s not possible to put all of that into a GameBoy game. So I settled on making a Roguelike.

Specifically, it would focus on the battle, rest, and food balance. Instead of using levels, it would use strength. The party strength would increase if the player won fights, kept themselves well fed, and rested often enough. But it goes down if the player rests without eating or with extreme tiredness. There’s also a stamina bar that indicates how much a player can move around before they start to feel the effects of fatigue.

I’m trying to make it a dungeon crawler, but I’m struggling with the generation element of it. With the unique way GB Studio handles scripts, it’s very difficult to have a lot of control over something like that. I thought maybe I could use tile swapping in order to make it but ran into the tile limit immediately. So I’m looking into alternatives. I’m now building levels manually. I need to make about 50 of them.

Tile swapping is a very powerful tool in GB Studio. I use it for multiple HUD elements. I found it to be easier to use than handling it via actors. Unfortunately, the documentation for GB Studio is awful, so finding examples for how to use tile swapping effectively is difficult. Thankfully, someone on GitHub put me on the right path.

Menus for the game ended up being difficult to manage. Initially I used the built-in menus, but then I realised that they paused the game every time they were pulled up, and I thought that would be a problem for updating things and animations. Then I built my own menu, but the performance took a massive hit because I was updating multiple things every frame. Following that, and a considerable amount more research, I settled back with the built-in menu, with a better understanding of how the loops work.

The amount of nested if statements concerns me. There’s no lookup tables or dictionaries, so you have to use if statements for any comparison. But the more annoying is the inability to dynamically make options for menus. The amount of menu items has to be set manually, along with what each option says. And then you need to use an if statement for each option. The problem is that I want to be able to swap out party members with different classes and skills. But I can’t update the list of skills. Instead, I have three skill slots and then use an if statement for the choice they made in the menu, and then another series of if statements for what skill is in that skill slot (which you can only find out by choosing that menu option), and then another menu asking the player if they want to use the skill, and then another if statement for the selection on that menu.

Complete madness.

I also rewrite chunks of code over and over in different places, because I can’t move it out into a reusable function.

Turns out you can move code out into scripts, with parameters and such. This has made my life so much easier, as I can now reuse code and only pass along the relevant variables. For example, I’ve moved the skill system into its own set of scripts. One for the menuing and others for each character class.

GB Studio is fun if you want to make a simple game. But once you get into more complicated designs, it gets very challenging to work with quite quickly. You can export the engine as code and modify it that way. I haven’t given it a shot yet, but if I were serious about fixing the shortcoming of the engine, I might look into it. For the time being, I’m going to keep trying to get it to work.

Twitch’s Bullshit Hour Limit

Twitch, in their infinite wisdom, have decided to impose an extremely arbitrary limit of 100 hours of footage that can be archived on Twitch. How far above the limit was I?

1300 hours above the limit.

This means that all the collections on my Twitch page need to be moved on to YouTube, and then I need to delete all of those collections. Currently, I have moved most of those playthroughs. Some stuff like the Yakuza games, Death Stranding, Ghost Of Tsushima, and Tales Of Arise; have been removed without being moved to YouTube. So those are gone. The remaining collections are still up as of time of writing this, but will likely be deleted by the time this has been posted. All the collections have been deleted, and playlists of the moved videos will be made on YouTube soon.

As you can imagine, I am not happy about Twitch giving me more work to do. But also, I’m an Amazon Prime (Twitch Prime) user. Meaning I give these chucklefucks money. But everything that they’ve been doing as of late has been making me seriously consider not paying for this trash service. Screw you, Twitch and Amazon.

SMG Model Release

This is the same SMG from 7DFPS 2024, but now textured and with some alterations to the animations. Feel free to use it on any of your projects.

Plans For The Rest Of The Year

Jan 2025

  • Fix PC
  • Global Game Jam

February & March 2025

  • SMG Asset Release

Spring 2025

  • Weapon armature Blender tutorial
  • Video about the Project Fighting Styles

June 2025

  • Cybersurfer demo, rebrand, new title
  • GB Studio Dungeon game demo release

Summer 2025

  • Cybersurfer early access release?
  • Untitled 2D Godot game

Autumn 2025

  • 7DFPS prep

I just wanted to give a slight update to the plan that I made in my previous post back in January. Things are progressing well so far, although this new GameBoy project has definitely put a spanner in the works in regard to Cybersurfer’s development. But progress is being made on that front.

Anyway, I will post again soon. Hopefully, I’ll have some good news to talk about.

-Adam

ADMAN’s Den: July – December 2024

Another year gone. Once again, it’s time to rank everything I played this year.

Mega Man Legends

I am not a Mega Man fan. Or to be more accurate, I’ve never really played them. But I’ve heard many good things about Legends over the years.

It does hold up quite well visually. The low-resolution textures work quite well because they’re also low detail, but in the way where the anime-esque art style requires it. I emulated the game and played it at a higher than intended resolution, and it still looked great. To be fair, I’m a sucker for PS1-era games upscaled. There’s something about stylised, textured, low-poly assets that look great when up-resed.

As for the gameplay, it’s a behind-the-back 3D game with some light platforming. It’s a 3rd-person shooter in form, but with basically lock-on aiming. The controls are not great, but I didn’t have any serious issues with them. It’s mostly the tank controls and responsiveness of it in general that are the problem. But again, I played through the whole game without any serious issues.

It’s fun to explore the world; there are plenty of shortcuts and hidden things to find. And it’s certainly worth exploring, as hidden items often end up being powerful weapon upgrades or Buster Parts that turn you into an absolute monster against foes. You also get some of these from various hidden quests throughout the world. And I do mean hidden; no markers or anything indicating that characters have a quest you can do.

The quests are fairly interesting in their design. There’s one where you go to a hospital and meet a sick kid; one of the nurses then tells you that they’re unlikely to recover unless the hospital gets more funding. At which point you go to the town’s mayor and make a donation to improve the hospital, along with other buildings in town, and after a while the girl recovers and thanks you for improving the hospital. It’s neat.

I want to give a mention to the boss fights. Some of these bosses are huge. You often fight them in a vehicle due to the size of some of these guys. But I’m genuinely impressed by the scale of these fights; it feels like something the PS1 shouldn’t be able to handle, but it works. Admittedly, you can see the tricks used to get some of these set pieces to work, but I appreciate the effort. That said, some of the later boss fights where you’re running around the ankles of some giant machine are very reminiscent of Shadow Of The Colossus.

And as final point, Tron Bonne is best girl. We’ll talk more about her game later.

If you want to watch my playthrough, here’s a link to the collection.

007 GoldenEye Reloaded

Originally, I heard that this game wasn’t terrible and had some interesting ideas. And was one of the Wii’s better 3rd party games. Reloaded is the PS3 version featuring upgraded graphics and some additional features.

And it’s awful.

The game is not really related to the original N64 game outside of the first level, and it certainly isn’t based on the film. That’s not really the problem with the game, but it does zip you around locales at a strange pace because of it, often in a way where you question how the hell any of these missions are connected to each other.

But that’s not the problem. The core problem is the gunplay. It’s awful. Every gun feels like an airsoft gun. There’s no recoil at all; the sound is very muted; it just doesn’t feel good to play. Every time I get into a firefight, it feels like absolute crap. It’s dreadful.

There are no fun gadgets either. You have a smartphone that does pretty much everything. No grapple hooks, lasers, or any other weird shit here. Every level is pretty much just a discount COD level with bonus objectives, collectibles, and semi-optional stealth. So there’s no reason to have any cool tech, but it also means that they can’t have more interesting levels with multiple pathways where those gadgets could be used either.

Getting back to the stealth, it’s pretty awful. Enemies will get alerted very quickly, and with gun handling as bad as it is, it’s hard to deal with them quickly enough. Once they are alerted, they stay alerted. So all the air ducts and cover points become useless. It doesn’t seem particularly rewarding to maintain stealth, so I tend to just go loud in most encounters once I screw up.

As of the time of writing, I’ve yet to finish the game. It’s just really boring, and I’m not enjoying it. But if you want to see the playthrough so far, here’s the collection.

Call Of Duty: Advanced Warfare

Finally, after many years, I paid my respects by pressing F in the now infamous scene from Advanced Warfare. I’ve heard some good things about this game over the years.

Kevin Spacey is in it, playing an Elon Musk kind of character. But instead of being interested in rockets, he earns his fortune operating a PMC. And initially, they make the argument that they’re doing good work, providing aid and technology, improving infrastructure to developing countries, and so on. However, it’s plainly obvious that something nasty is going on. And after a series of terrorist attacks involving nuclear plants, you start seeing what his true intentions are.

That said, you see that coming from a mile off. There’s no real villain introduced like there was in Black Ops 2 or COD4. Just Spacey’s character. And with the spotlight so heavily on him, it’s hard not to put two and two together on that.

In regards to the gameplay, I’m not sure if this was deliberate or if I’ve gotten too used to modern COD, but the majority of weapons seemingly have no recoil. It feels very off. Most of the guns feel pretty bad because of it. Some of the attachments are cool, with thermal optics being a necessity now, or at least for me anyway. I suspect my eyesight is getting a lot worse.

There’s a new tactical grenade system where you switch settings on your grenade to turn it from a regular frag to a heat-seeking missile or a flashbang. It sounds cooler than it actually is. I found that in the middle of a firefight, switching the setting on it was kind of tedious and prone to getting me shot up.

There are a few more bits of variety in the mission and level design. Levels have a bit more verticality and multiple paths. Add in the new abilities of double jumping and vaulting, and you get a lot more manoeuvrability than in the previous games. It works better in the early levels where they design flanking opportunities, but the later levels are a bit more corridor-focused.

As for the mission design, there are more vehicles and some light stealth dashed about, and even a mecha sequence near the end of the game. It keeps it interesting, but around the halfway point, the levels become really short and very action-focused. The game ends up going at a breakneck speed till the end.

I liked it overall, not really a fan of some of the changes, but it’s still pretty good. You can watch the full playthrough here.

Misadventures Of Tron Bonne

With Tron Bonne being the best girl from the Mega Man Legends series, it of course makes perfect sense for her to be given a whole game to herself.

It continues using the same wonderful art style from Mega Man Legends, so no complaints there. The English voice acting is still not great, but I wasn’t willing to play the whole game in Japanese.

So what’s the story about? Well, Tron’s brother got kidnapped because he owes a bunch of money to some crooks. Meaning Tron now has to work out a way of paying back the money and rescuing her brother. The solution? Crimes.

Yes, you go to different points on a map and do various missions there to make money. One involves robbing a bank, another involves a series of moving block puzzles where you steal shipping containers, and a later one where you steal animals from a farm. There’s also a dungeon you can explore that has a series of boss fights.

Each of these levels has its own quirks and controls. It wouldn’t be inaccurate to say this is somewhat of a mini-game collection. But with that comes the bad news: it gets repetitive. Quite quickly, in fact.

But the thing that really made me lose my sanity was the Servebot training. There are two kinds of training with 3 levels each. The first is a bomb-throwing mini-game where you throw the explosive at a target range of stand-ins. The goal is to hit as many as possible in the time limit. There’s a mechanic where you can get two targets with one throw by aiming between them. Occasionally a target will appear that gives you an RPG for a limited time, which is faster than throwing. The optimal strategy is to hit the targets in front of the Servebot, putting them up again, effectively slowing them down.

The second training course is serving in the kitchen and dishing out meals to the other Servebots. It’s not really a rhythm game, but it has the difficulty curve of one. You hear the bot’s order, and then you have to press the correct button or button combination to give them the correct order.

So what’s the problem with all this? There are 42 Servebots. You don’t need to train all of them, but you do need to train a lot of them. And it is required as new weapons and gear will only be available to you this way. It makes the game much easier if you do.

If you want to witness my loss of sanity, you can watch the playthrough here.

KunitsuGami: Path Of The Goddess

When they originally showed this game off during one of Microsoft’s summer showcase events, I was absolutely floored by the visuals of it. The Japanese traditionalism mixed with fleshy monsters and gunk and the psychedelic patterns that are used for particle & visual effects make for a distinct visual style.

When they initially showed gameplay, I assumed it was an action game with some tactics involved. I wasn’t completely far off when they showed it off more and acknowledged the fact that it’s closer to a tower defence game.

You control a dude named Soh as he guides a shrine maiden down a mountain. There are various stages where you have to fight off monsters as the maiden walks the path. Along the way, you pick up various villagers trapped in flesh cocoons. Once you free them, you can assign them job classes like archer, fighter, monk, healer, etc. Then you place them at various points on the map like you would in a tower defence game.

It’s a simple-to-understand system, and early on, it’s pretty easy to get through the levels. But the difficulty curve spikes about halfway down the mountain. Now I’m currently stuck trying to figure out the best solution and lineup for those later missions and dealing with the restrictions on things like NPC count and resources. The missions get hard. As such, at the time of writing, I have not finished the game. But I probably should before it gets taken off Game Pass.

Persona 3 Reload

Yet another Persona 3 release, this is the 4th one, after the original, FES, and Portable. But they’ve given it a significant paint job. Very Persona 5-esque in its presentation style. New menus, new menu animations, new battle animations, a baton system, etc. As someone who played FES some years ago, back when you couldn’t directly control your party members (something they fixed in Portable), I greatly appreciate the improvements to the combat.

In terms of new ways to spend time, there’s a gardening aspect that lets you gain new items. There’s a fridge where you can store food, which often gets stolen. Some social links have been removed and replaced. All the male party members no longer have a social link associated with them. Instead, you hang out with them at the dorm or at night to obtain stat bonuses and items. I believe the events themselves are still based on the original social link stories, but now they take place at night.

The female party members retain their social links so that you can still romance them. So their hangout sequences are completely new.

The social links have gotten a serious rework. They’re completely voiced now, with new and improved animations, the works. That said, the actual content of these social links haven’t changed, so I end up fast-forwarding through a lot of them. I can’t say I care all that much about a lot of the characters in this game outside a couple of main party ones.

Tartarus is still as grindy as ever, but at least the floors have been redesigned with more distinguishing features, making it less visually repetitive. They’ve also added sub-dungeons filled with harder enemies and rare materials to find. Most of these you have to do then and there; otherwise they’ll be locked once you leave the floor. But they do reset if you leave and come back to Tartarus on another day.

They’ve also added a few things that refill your HP and SP, along with a way of boosting the levels of inactive characters. So now lesser-used characters won’t get left behind.

I have some complaints about how the game seems less grim; the general atmosphere and art are a lot brighter than the original. The music is better in some places and worse in others. Some of the new versions of songs I’m not particularly thrilled by. But the original singer from 3 is really old now and can’t hit the notes like she used to. The new songs are really good, especially the opening song.

As of the time of writing, I’m about halfway through the game. I’m going to try and finish before it gets pulled from Game Pass.

F.E.A.R.

Another classic I played this year for the first time. It holds up alright. You’re some police/military dude for a “paranormal” division. As you can imagine, shit goes tits up fairly quickly. And you start seeing weird shit. Notably a girl in a red dress called Alma.

She haunts you frequently throughout the game, although she’s not the threat. But following her around are usually a bunch of monsters and ghosts. It doesn’t get too crazy in the base game; you’re mostly fighting some private military who have been brainwashed by the main villain.

Main combat is OK. The gun handling is quite dated; aiming down the sights is not really a thing. The guns themselves are interesting. Besides the usual assault rifles and SMGs, you get stuff like laser guns, particle cannons, and nail guns.

The nail gun does what it says on the tin and fires a large nail at people. Pinning them to walls and other surfaces if you kill them with it. The problem is that once you get into the game a bit, enemies become very bullet spongy, and the damage output becomes subpar.

The particle cannon, on the other hand, instant kills all human enemies and turns them into skeletons. I called it the “Skeleton gun” in my playthrough.

The destructibility of the levels is still quite impressive. Small props will explode into a ball of particle effects; things will break and get sent flying by impacts, lights will flicker and wobble from shockwaves, and walls will chip and break apart. For a 2005 game, it’s very impressive. It almost makes you think developers are focusing on the wrong things in modern games.

The graphics still look alright. There are some DOOM 3-esque visuals, and the character models look a bit chunky, but the general art design still holds up OK. Then again, it’s kind of hard to tell how good anything looks because it’s so bloody dark most of the time. My flashlight is constantly on just so I can see where I’m going. And I got lost fairly frequently; the level design blends into itself a lot, with lots of office spaces and factory areas. It’s difficult to distinguish one room from another at times.

My other complaint is the repetitiveness of it. With the main game and the two expansions, there’s a lot of slo-mo shooting to be had. But after the main game, I decided to lower the difficulty so I could get through them faster. Once you realise what the most effective weapons are, you start using them the most, and every combat encounter ends up feeling the same from one another.

The first expansion doubles down on the “weird shit” and provides more backstory for the main character and villain. The second one is just more of the same overall.

It’s still a good game overall, and I’m glad I finally got around to playing it. But I don’t know if I want to jump into the sequels any time soon.

If you want to see my playthrough, you can watch it here.

Call Of Duty: Black Ops 3

I’ll be quick about this one. It’s not great.

The story is a convoluted mess of corpo backstabbing, robot takeovers, and mind fuckery. With an unbelievably stupid ending that just puts a bow on top of one hell of a shit sandwich. It doesn’t help that the game really doubles down on the violence. Right off the get-go, there are depictions of torture and waterboarding. And the first mission ends with the playable character getting torn limb from limb by a robot.

I don’t have a problem with the violence conceptually, but I did audibly exclaim, “Jesus Christ” at some of it. It surprised me how far they were willing to go in places.

Gameplay-wise, well, it has the same issue as Advanced Warfare, where the guns have less recoil than you would expect. Again, future technology that doesn’t exist yet is a possible reason for it. However, it still feels off.

Levels in general are larger, with levels often being a lot longer than you’d expect. There’s a good amount of set pieces also. And some reasonably good-looking water. What isn’t great about it is the enemies, specifically the robots.

If you’ve played COD, you know full well that it’s a fast-paced shooter where you’re gunning dudes down with rampant disregard. Black Ops III introduces robots that are not only bullet sponges but also large, industrial-sized, tank-like robots that are completely bulletproof until you lower their defences. As you get closer to the end of the game, more of these enemies turn up, until by the end, there are entire battlefields full of hard-to-kill machines, absolutely ruining the fast-paced action.

I wouldn’t say I hate Black Ops III, but it’s pretty unremarkable.

Call Of Duty: Black Ops Cold War

Cold War acts as a soft reboot of sorts. It takes place between the events of 1 and the “in the past” events that happen in 2, specifically in 1981. I say soft reboot as it retcons a few things and puts new characters in that were never mentioned or referenced in 2. Specifically Adler.

Adler is yet another dude in sunglasses whose moral compass is all over the place. Typical CIA glowie. But his fluid morals make for an interesting character at least. More so than the other talking heads in the game.

Talking to characters between missions in the hub is quite reminiscent of the later Deus Ex games. Where the character stares at you while you go through a list of talking points. Other games do this, of course, but something about it reminded me of Human Revolution specifically.

On the subject of the hub, there are quite a few puzzles there. There are a couple that are directly related to side quests that require you to listen to number stations and do cryptographic work, and there’s a couple related to finding notes to figure out a number combination so that you can access a computer in the back. Said computer also has a shitload of text-based games, like all the Zork games.

You’ll be happy to know that the general change in design also makes its way into the missions as well. Generally speaking, there’s more stealth integrated into the mission design. There’s one particular mission where you play as a Russian spy inside a major political building in Moscow, and you have to work your way around, avoiding guards, bribing people, and basically engaging in Hitman-esque gameplay. This is a Call Of Duty game!

I enjoyed the variety. It’s a much-needed change of pace. But in terms of gunplay, it adds back the recoil I’ve been complaining about. The guns feel really good, almost an extension of the player themself.

There are some choices you can make, but there’s no serious pivot in the story for most of these. You can get an alternate ending if you unlock access to that computer mentioned earlier. It’s a pretty cool but grim ending. Offers an interesting potential for a side story where the Cold War got hot.

As for the multiplayer, it’s full of hackers. But occasionally it can be fun. However, the more I played it, the worse the hackers got. So I’ve stopped now.

But overall, definitely a contender for the best Black Ops game.

Call Of Duty: Black Ops 6

Taking place ten years after Cold War, in 1991; Black Ops 6 tries some new things, and regresses in a few other places.

We have even more new characters this time, with even stronger ties to the CIA this time. Alder is still about, albeit a wanted man. He’s still a complete mystery. Despite being 1991, some of these characters seem a bit too modern in their dress sense, but I’ll let it slide. But yes, the first Gulf War is the backdrop for this game. Going after Saddam and whatnot.

I won’t get into the details of the story, but it’s alright. More mind-controlling drugs and MK Ultra shenanigans. The villain is a bit obvious. The missions are very different from each other, but I’ll get to that in a moment. I do think the lead-up to the ending is very rushed. It ends with a QTE and jump cut to a black screen. There’s no multiple endings this time and no narrative branching at all from what I can tell. That’s a bit disappointing.

The gunplay is still great. Building on top of Cold War’s with some new guns and gadgets. There are a lot of gadgets, many of which I never bothered using. Although one of the new ones, the camera is mandated. It marks enemies Far Cry style. Meaning that you can now tell where enemies are, meaning stealth is a lot easier to deal with.

Generally speaking, it really doubles down on the spy stuff. Bordering Mission Impossible levels of campiness. But the grit of Black Ops does peak in every once in a while. Which brings me on to the missions; they’re all over the place design-wise.

There are the usual blockbuster action levels and yet another Hitman-esque level where you have to don a disguise. But then there’s an open map level where objectives are scattered around. Much like the previously mentioned Far Cry. There are even vehicles and random enemy encounters. It’s quite an interesting level conceptually; I wouldn’t mind seeing more non-linear levels in the future.

Another standout level is the one where you get exposed to another mind control drug and start hallucinating, then zombies appear, and the whole level turns into a horror game. Although the level design, where you have to go down different paths to get different coloured keys, reminds me of DOOM a bit. It’s a wild level, and very tonally separated from the rest of the game up until a part near the end.

There is a hub again; it’s a really big house. With outdoor sections along with all the indoor rooms. But there’s very little to do in it. There’s one, fairly in-depth puzzle that has you running around the place, but the only reward from it is money. And once you’ve done it, that’s it.

The money is useful. You can spend it to upgrade your character attributes, or hoard it to buy some weapon skins for multiplayer.

I’ll talk more about the multiplayer later in this post. But you can enjoy this video from the beta.

Anyway, this ended the Black Ops Marathon that I did just before the game’s release. All of which you can watch here.

Resident Evil Village – Shadows Of Rose DLC

This was my October horror game for the year. I meant to play it earlier, but I couldn’t get the time for it until then.

The DLC is basically a best-of tribute act for Village. You play as Ethan’s daughter, Rose. Who you might remember as being a collectible item in Village. You go through some of the same areas from the base game, but many of the puzzles have changed. Plus there’s now a few stealth sections thrown in for good measure.

I’m not really a fan of Rose, she talks a lot and is a bit dim. Annoying really.

The enemy is once again The Mould, and it’s absolutely bloody everywhere. Rose has a power to obliterate under certain conditions. But most of the time it’s just used to unlock new areas.

The new enemies are bullet sponges, not fun to fight at all. Best avoided most of the time. You only get two guns, a pistol and a shotgun. And just about enough ammo for both.

The story doesn’t appeal to me at all. It’s mostly just the ramblings and troubles of an angsty teenage girl, or at least what some random video game developer thinks an angsty teenager would worry about. But her thoughts are used as the basis for various puzzles, like one where you’re collecting dolls that represent her peers in school as they bully her. I can’t say I’m a fan of it.

If you want to watch my playthrough, it’s at the end of my Village collection.

Mega Man Legends 2

I am seriously disappointed by this one. I loved Legends 1, and although I had my grievances with Tron Bonne’s game, I still liked it overall. Legends 2 isn’t a bad game, but it is a lesser game to its predecessor.

It does improve one thing, the controls. Twin sticks are now supported, meaning the right stick controls the camera. It’s a minor thing, but a welcome one.

So what’s getting my goat with it? Well, in Legends 1, you were on an island you could freely explore. There were side quests, shortcuts, hidden areas, and so on. It was quite rewarding exploring all of those areas. 2 has multiple locations, but to access them, you have to use the Flutter, which is the airship you spend most of the first game repairing.

The problem is that most of these areas are really small and enclosed. They have at least one dungeon, with some having two, and that’s about it. The dungeons themselves are nothing special, usually just a series of rooms. No shortcuts to new areas and only a couple of secrets. The saving grace of these new locations is that they are at least thematically different from each other. One of the first areas you go to is a snowy area with trains and mines. Another area is an oil rig type of city. And yet another is a town in a desert. At the very least, it presents a world instead of just one town like the first game. But now travelling is even more tedious.

Furthermore, the amount of side quests is considerably less than in the first game. The few noteworthy ones I can think of involve giving a pig to a girl as a pet and deliberately turning evil so I could interact with an NPC and buy an item to sell to another NPC for a profit. There were a number of characters waiting about in several areas of the game that seemed like they were meant for some kind of side quest, but they’re never used. I can only assume they were cut.

The game is definitely harder. I found myself healing more often and struggling with some of the boss fights. I had to cheat for the last boss because I had no healing items left.

A way to minimise the difficulty spike is to explore the world for crafting items. But then you need money to upgrade the new weapons you make and buy new armour. Which meant I had to spend several hours grinding for Zenni (the game’s currency) by going into a specific dungeon and killing one particular enemy over and over again.

As for the boss fights, I would say they’re more standard compared to Legends 1. A lot of boss arenas are just you and them, no nonsense. There are still a couple of standout fights; I particularly enjoyed the train fight against the Bonnes. But compared to all the fights against the Bonnes in Legends 1, like the excavator, the giant robot you had to fight on the airship, and so on, the bosses in 2 don’t hold a candle to them.

Like I said, not a bad game. It just feels like a regression in several areas. If you want to watch my playthrough, you can do so here.

Still Wakes The Deep

Ever wanted to know what life on a Scottish oil rig would be like? Well, now you can experience the true horror of doing that. Jokes aside, I do appreciate the developers going out of their way to not just accurately portray the Scottish accent and colloquialisms but also have subtitles for it and even go out of their way to have it in Scottish Gaelic.

However, the characters and story are pretty weak. The general plot is that the character had a punch-up in Glasgow and now has to avoid the cops by going to work on an oil rig, and his wife is mad at him for abandoning her and the “weans”. It’s not as interesting a plot as the game thinks it is.

Anyway, the oil rig strikes an ancient flesh monster, and it starts killing everyone and turning several of them into horrifying monsters. But again, it’s hard to care about these characters. Some of them you’re only introduced to as they are literal seconds away from being brutally killed.

As far as horror games go, it’s not terribly scary. The gore, on the other hand, is quite detailed; people get ripped apart, and the monsters some characters turn into are extremely gruesome. Visually, it’s impressive. The water is very impressive too. I believe I gave it an 8/10.

If you want to watch my playthrough, it’s here.

Little Kitty, Big City

You want a collectathon with a cute cat? Here you go.

There’s not really much I can say about this other than the Japanese-esque city being fun to explore.

I’m not a huge fan of the platforming. It gets a bit wonky in places. And some of the puzzle solutions are not always obvious; sometimes you have to interact with things you don’t realise can be interacted with at first glance.

The stamina system is very conservative. Barely any wiggle room for screwing up.

That said, I enjoyed exploring the world, and I did do most of the things it has to offer. I found all the hats. The cowboy one is my favourite.

And yes, if you place a cucumber on the ground, the cat will react to it. Which sounds hilarious until you’re running about, and then the thing suddenly jumps. Be careful where you leave them, I suppose.

Indiana Jones & The Great Circle

Well, this was a surprise for the tail end of 2024. A AAA Indiana Jones game that is actually good and mostly works without issue… Until you get to the 3rd act of the game, and then it all horribly breaks.

It’s mostly an FPS, going third person when climbing and, of course, showing Indy in cutscenes. But it mostly focuses on brawling rather than shooting. You can use a gun, of course, but I’ve actually gone through the entire game so far without firing a shot. That said, the melee combat is quite mashy and sluggish. Maybe they should have worked with Arkane a bit with that one.

You spend most of the game running around areas like the Vatican, using stealth and disguises to avoid enemies, doing a handful of puzzles to get relics, money, etc. You then use the money to buy books to upgrade your character. But buying the books isn’t enough. You also need Adventure Points, which you get by photographing things, doing quests, and so on. If you’re familiar with the Riddick games, particularly Butcher Bay, you’ll be no stranger to the ideas the game presents.

Troy Baker does a pretty good job impersonating Harrison Ford. Overall, his performance is pretty good. The other characters, besides the villain, don’t stand out as much. But I appreciate the fact they speak their native language and not some dodgy-accented English. Getting back to the villain for the moment, he stands out in the silliest way possible. I can’t tell if I like or hate it. On one hand, it’s enjoyably hammed up. On the other, he’s constantly trying to say that males that show dominance can be put down just by calling their bluff. Which is nonsense, because any number of characters could easily clock him.

This was the most fun I was having in a AAA game for a good while, but unfortunately, my experience was ruined by the 3rd act of the game. When you’re in Sukhothai. The first major issue I encountered was buying the breathing device. It cost more money than I had on me, so I decided to go do some side stuff instead. But in doing that side mission, I ended with the breathing device. However, the check for that quest didn’t complete, and it still wanted me to buy it. But when I went back, it was non-interactable. Therefore, I couldn’t complete that aspect of the quest.

However, that didn’t stop me from progressing. I simply went to the part of the map where the next segment of the quest took place and kept playing. But the game kept the objective marker on the place where I needed to buy this stupid breathing device that I already had. I kept going anyway. Until I couldn’t. Following a sequence where Indy was separated from his lady friend, I found myself unable to climb ladders, dialogue became broken, and cutscenes were not triggering correctly. Then after going through most of a cave, I came to a crevice that Indy would not go through.

I could not go back the way I came, I could not go forward. I was softlocked.

And this is where my playthrough currently stands at the time of writing. The only way to fix this is to roll back my save many, many hours prior and hope that I can avoid it. Or wait for a patch. I was having such a great time up until that point.

Other Stuff I Played:

Call Of Duty: Modern Warfare III Multiplayer

This one ended up getting added to Game Pass, so I decided to give it a go after playing too much Cold War. It’s nice seeing old maps reimagined with a new coat of paint. What isn’t nice is the awful UI around getting in and out of games and general menus, the confusing unlock system for the guns and their accessories, and the Battle Pass that only rewards you for buying it rather than playing the game.

If it wasn’t for the core gameplay still being fun and extremely satisfying, I probably wouldn’t have bothered dumping as many hours into it as I have. But getting a modernised version of the STG 44 and a .30-06 AR was neat.

Keep Talking And Nobody Explodes

The bad news about this one is that it requires a friend. I had fun. It’s a hectic experience, badly describing something you can see and your friend can’t, and vice versa. The real difficulty of it is having a point of reference for what the other person is doing or knowing what they’re describing. There’s a module that uses a lot of mathematical symbols and some nonsense ones. We could describe maybe half of them. We only played it once, unfortunately.

LEGO Builder’s Journey

Probably the prettiest Lego game ever made. And I can now play it with my ray tracing-enabled GPU.

The puzzles aren’t super difficult, plus they’re the kind of puzzles you can muddle through and figure out just by constantly trying different things and seeing what works and what doesn’t. As opposed to just being wrong and having nothing happen.

Call Of Duty: Black Ops 6 Multiplayer

By the time Black Ops 6 was out, I had been playing Cold War’s and MWIII’s multiplayer multiple times a week for several months. As such, I got burnt out on it much quicker than I expected. I got bored of it really. The maps are a bit too standard, barring The Pit and the one in the apartment. Those two are pure insanity, which can be fun. It’s also a bit grindy to make the loadouts I want. Many of the perks and unlocks that you got at lower levels in the beta are now high-level unlocks. So the loadouts I used then are unavailable to me even after dozens of hours later.

The new movement system is not as much of a clusterfuck as I was expecting it to be, but it definitely changes up things. People are generally camping less. Or were at the time I was playing. Unfortunately, hackers are still a problem. And I can only imagine the problem has gotten worse since I stopped playing.

Parking Garage Rally Circuit

I have been itching for a good arcade racer for a while, and this gets really close to scratching it. Tight controls, easy drifting, and fun levels. It’s close to aping the style of 90s racing games.

The drifting is borrowed from Crash Team Racing, where you drift to get a boost, and constant drifting lets you chain boosts for even more speed.

The bad news is that the physics are not built for the kind of speed you can get. You often get so much speed that you go flying. The physics in general tends to be inconsistent. I flipped the car multiple times just by hitting a wall with the side of the car and bouncing off in some odd way. It’s a blemish on an otherwise great game. I still had a lot of fun with it. Also, the ska soundtrack is nice.

My Top 10 Games Of The Year

Released Games That I Wanted To Play Or Play More Of

Granblue Fantasy: Relink

I waited so long for this to come out and ultimately never played it. Although I did play the demo, I wasn’t that impressed.

Metaphor: ReFantazio

I played the prologue demo and liked it, but I just don’t have the money to buy it right now.

Echo Point Nova

Absolutely loved the demo, again, no money.

Balatro

Seems everyone but me is playing this.

Satisfactory

My friends are into this, I probably could get into it, but I do not own it.

Rise Of The Ronin

I don’t own a PS5, waiting for the PC version.

Worst I Played

STALKER 2

Again, another game I waited years to come out. I even pre-ordered it years ago. But it’s really buggy, really difficult, and feels bad to play. It has gotten a few patches since I last touched it, but I haven’t felt the need to play it again.


And now here’s the top 10:

10. HoloLive Treasure Mountain

I like HoloLive, and I like this kind of puzzle game. Simple as.

9. PuzzMix

This probably wouldn’t have made it normally, but the soundtrack is a banger.

8. Little Kitty, Big City

Cute cat wears hats.

7. Parking Garage Rally Circuit

I miss arcade racers so bad, and this is really close to being really good.

6. Kunitsu-Gami: Path of the Goddess

The artstyle is cool, the gameplay design is solid. I appreciate that Capcom would put something like this out.

5. Persona 3: Reload

A polished remake of an already fantastic game.

4. Call Of Duty: Black Ops 6

Not as good as Cold War in some places, but the levels are varied and it improves on some mechanics, particularly the stealth.

3. Indiana Jones & The Great Circle

If it wasn’t for the 3rd act being broken as shit, I would put this even higher. It’s a really good Indiana Jones game.

2. Like A Dragon 8: Infinite Wealth

Improves on 7 in every way gameplay wise, but the story jumps the shark so hard.

1. Dragon’s Dogma 2

Dragon’s Dogma 2 is not better than the original. In many ways, it’s considerably worse. But I still put dozens of hours into it over a period of weeks. Just doing as many quests as I could, exploring all the nooks and crannies of the map, and fighting all the optional bosses. I thoroughly enjoyed my time with it. But it’s not the game I wanted or asked for. I wanted an evolution and an expansion of the original ideas.

Dragon’s Dogma Online had so much crazy shit in it. From the classes to the new monsters. And nothing from that game made it in here. I don’t know if it’s an issue with the RE Engine or what, but I feel like they just didn’t bother taking the ideas that they couldn’t implement in the first game or the ones that they did formulate in Online.

But I still enjoyed it. The endgame is nuts at least, but you’re heavily restricted with how much time you can spend there.


Overall, 2024 was not a great year for games. New games are too expensive for me to buy; Game Pass is probably the only reason half the games are even on this list.

Anime Corner:

Make Heroine ga Oosugiru

I was expecting Alya-san to be the better of the two romcoms airing that season. And I was wrong. Yanagi and Nukumizu’s interactions are easily some of the funniest this year. I miss when romcoms were this good. The characters in general mesh well with each other, and the comedy aspect of it reminds me of hearing teenagers on the bus whine about their love lives while I desperately try to hold in my laughter.

Dandadan

I went out of my way to see the first 3 episodes of this at a cinema in Belfast. I thought it was whacky as shit then, and I think it’s whacky now. The first series ends on a bit of a cliffhanger, which annoys me, but at least we’re getting a second series.

Uzumaki

Yes, yes: The 1st episode is clearly better animated than the rest. However, overall, it is still really creepy. The downgrade in the art isn’t so significant most of the time that it gets in the way of the unnervingness of all the spiral nonsense that unfolds. Still worth a watch. Or maybe read the manga instead. Or play the WonderSwan games if you’re feeling really nutty.

My Top 10 Anime Of The Year

  1. VTuber Nandaga Haishin Kiri Wasuretara Densetsu ni Natteta
  2. Tokidoki Bosotto Russia-go de Dereru Tonari no Alya-san
  3. NieR:Automata Ver1.1a Part 2
  4. Uzumaki
  5. Ookami to Koushinryou: Merchant Meets the Wise Wolf
  6. Nige Jouzu no Wakagimi
  7. Make Heroine ga Oosugiru!
  8. Monogatari Series: Off & Monster Season
  9. Dungeon Meshi
  10. Kusuriya no Hitorigoto

I looked back at the anime I watched this year, and most of what I watched I didn’t give any higher than a 7/10. Barring the first couple, these are the few shows that I rated higher than that. Kusuriya no Hitorigoto is such a good show. The 1st cour’s opening is gorgeous with an excellent musical number that really grabs your attention for the rest of the episode. Maomao is a bit of a know-it-all, but her interactions with Jinshi are endearing. It’s an excellent show and very much worth watching. Hopefully the second series elevates it further.


Well, there’s your roundup. I need to find a better way of doing these; I can’t just keep bum-rushing them out at the end of the year. It’s lowering the writing quality as I have to remember and sum up what I did months ago. I’ll see if I can get better at writing my thoughts closer to when I’m actually playing or finishing games in the future.

Till next time.

ADMAN

01/01/2025 – 2020+=5

Here’s the video for 7DFPS. It’s not great, but it covers the important bits. I’m still not too happy about the whole affair. I achieved what I set out to do, but I’m not satisfied with the quality of it. It’s just not much of a game. Whatever, I ain’t going back to it.

So what’s this blog post about? Future plans, of course.

I’m just gonna bullet point the current plans for the year, with dates where applicable.

  • In the coming days: Year end roundup post
  • Jan 20th: Global Game Jam
  • February: SMG Asset release
  • June 4th – 6th: Demo Day 62, new Cybersurfer demo
  • Summer/Autumn: Cybersurfer Early Access release, new branding, and title also
  • December: 7DFPS

That’s the brief overview of the year. There will of course be other things than Cybersurfer and game jams. I’m hoping to catch up with side projects like reworking Rotaction and learning more about Blender. Doing more projects with Godot and possibly GB Studio are also planned. But none of these have definitive dates associated with them. I’ll get to them when and if I’m available.

This is year is make or break for me at this point. I need to focus on what I’m good at get stuff out there.

As for other things, well, I’m replacing my PC case at some point in the next week or two. I got a Fractal Pop XL Air case to replace the 12-year-old Lian Li one that I have. The fans and LEDs are dying on it, and it’s falling apart in places. With the Ryzen 5800X3D chip inside it getting extremely warm while using the stock cooler I got from the Ryzen 2700, it really is time for me to switch it out.

I’ve never done water cooling before, but the AIO solutions seem simple enough to install these days. I hope it all goes well. But I’ve been through this before, and something usually breaks.

I hope you look forward to my year-end roundup post coming in the next few days.

-Adam

10/12/2024 – 7DFPS 2024

I’m never making another VR game.

Last year, I made a VR game about moving through a level as enemies spawned to a beat. It was an experiment to see whether or not moving a player along automatically would cause any form of motion sickness. It wasn’t the most full-featured thing, but it did prove a point. That said, I wanted to go further with the idea.

This year’s game is a two-level game that expands on the ideas a bit, focusing on a more traditional action game format. In terms of player handling, the weapon system has been improved. You can now eject your magazine at any time and put in a fresh one, allowing for tactical reloads. You now have semi-functioning hands, although no real use for them. And you can now switch weapons. The new gun is an SMG I made.

Switching weapons actually involves putting your hand on different parts of your body and pressing the right grip. My understanding is that Boneworks already had a similar system, so it’s not as novel of an idea as I thought, but my implementation works well enough.

As for the levels themselves: The first level is a standard action level where the player moves through a dance club as enemies spawn around them. There’s a part in the middle of the dance floor where the player stops and enemies spawn around them. They then proceed through an office before eventually ending at the last room. Fairly traditional stuff, mostly there just to keep testing that moving the player along doesn’t cause problems.

The second level is the real stress test. The player is standing on the bed of a pickup truck as it drives through a city. Enemy cars spawn as they chase the player, and the player has to shoot them. The increased speed and turning might cause more problems for players, hence why it makes for a good test bed. Originally, there was going to be a helicopter sequence, but in testing that, the up-and-down motion of it made me feel really unwell.

There’s not really much more to it than that. Feel free to give it a go if you have VR.

The SMG that was made for it will be available for purchase at a later date. I need to fix and improve it a bit. There was also another gun that was cut because my friend couldn’t get it done in time due to personal problems. We will get that one ready at an even later date.

So what’s coming up next? Well, a video about 7DFPS to begin with, which I’m currently starting on. After that, the usual end-of-year blog post where I talk about all the games I’ve been playing.

In the new year, things are going to change a bit. I’m going to stop putting unedited first parts of playthroughs on my gaming YouTube channel. It gets bugger all views, and I want to clean out my folders of videos that I, quite frankly, don’t need. I might do more highlight videos or something, or just change the content of the channel entirely.

Global Game Jam is of course coming up. I might join it, but negotiations with the friend I usually do it with have not gone terribly well. I want to use GB Studio to make something, and he wants to use Godot because he hates anything that isn’t 3D. Despite the fact that Godot’s 3D capabilities are less than satisfactory. But we’ll see. I might be able to compromise.

Next year is going to be a wild time. Cybersurfer needs to start being a lot more playable; early access by next year is a goal for me. But it’s going to be difficult.

-Adam

06/09/2024 – DD58 Cybersurfer Demo

As promised, here’s a new demo. It’s quite different from the last. The player now goes along the track automatically instead of being player controlled, and handling has been rebuilt for the 4th time.

And the obvious, a completely new visual style.

No more VRM models, no more green placeholder textures, no weird misaligned textures; the real art style is starting to take shape. There’s still a lot to do, but it’s getting there.

But from a technical perspective, what’s changed?

To begin with, look at these images. Can you see the problem?

The verts are not connected properly. This is a problem with the way I’m handling curved corners. When I manipulate the vertices to raise the sides, these unconnected parts would often cause holes. They were never connected properly. This was a side effect of how I was creating vertices in the first place, where I was getting left and right points and adding everything in between, but in a terrible fashion that involved a ton of lists.

As an additional point, I still needed to subdivide along the length of the track in specific sections.

So I rebuilt the track generation system. This time I decided to cut down the number of arrays managing the vertices on a line-by-line basis based on the length of a section of the spline. This also made it easier to connect it up, as I only had to look at the previous line of the array.

Connecting them up had to be done differently this time as well, so as to avoid those previously mentioned gaps in the mesh.

These images are the new triangle order for connecting these verts properly for subdivisions.

As you can see, it works a lot better. And the point behind this is that if I moved any of these verts up or down, they would still be connected without any gaps.

Added additional resolution along the length in different sections of the track proved to be much easier than anticipated, and the results are fantastic, as you can see. The horizontal resolution is a slight issue, as I can only go up in multiples of 2. In other words, 1, 2, 4, 8, 16, & 32. I cap it at 32, as anything higher would be unnecessarily detailed.

After all of that, I finally got back to making corners.

I quickly decided that trying to append additional mesh on to the sides was not going to work due to the colliders on the sides of the track. But with the new way of generating the mesh, it would not be as much of a headache to manage.

But then I had another idea: what if I used animation curves as data for the curvature for the track, as well as the easing between the flat and raised sections? It took quite a lot of hitting my head against the wall to get it to work, but the final result is extremely functional.

There’s more to talk about in regards to player handling, camera stuff, and so on. But I just want to write a few things on this specific aspect. I’ll be making a more detailed video on it soon, although it might take me a while to finish.

Check out the demo and let me know what you you think.

But with the demo out of the way, what’s next? Easy. More of this. And 7DFPS again.

It’s getting close to that time of year where I have to start planning out what I want to do for that. Except for the part where I’ve had the idea stuck in my head since about February. In short, it’s an expansion on the idea of moving a player through an environment with additional situations on top. Basically, creating a bunch of different scenarios that might be good for VR just to see how well they work.

There’s a lot of prep that needs to be done, a lot of it involving re-doing my previous 7DFPS game’s code to make the gun better to use. And to add a lot more guns. Although I’ll be keeping them one-handed, because two-handed guns in VR are fiddly as fuck unless you have some kind of lightgun that you can put the controllers in, I’d be concerned about the tracking at that point.

That will be available in December, but I’ll probably do a video about it soon after I’m done with the Cybersurfer video.

That’s it for this time. God knows when I’ll make another post, but I’ll see you then.

-Adam